Maurizio meets Stephan Martiniere - Part 1 of 2
After John Picacio (2007) and Yours Truly (2008), the Italian Robot magazine appointed Stephan Martiniere as the official cover artist for the year 2009. After the summer the publisher Silvio Sosio asked me to deliver materially the scepter and we caught the opportunity to interview him for Italy. Here is the cleared, integer and extended text of our close encounter, that I'm pleased to share with my Readers. Enjoy the latest interview from this talented voice, recent winner of the 2008 Hugo Award in the Best Artist category!
MM: Stephan, a new chapter in your life has just begun. You have just relocated from Chicago to Dallas taking on the position of Art Director for Rage at ID Software. What about your new job? Are you already focused on new challenges?
SM: A new job always brings new challenges. Rage is a very creative and ambitious project. A lot of the styling and ideas were already established before I jumped on board so one challenge was to catch up and get up to speed with the project. I have a good grasp of the project at this stage and I am very comfortable with my team, the challenge now is to bring my vision into the mix and align my ideas with the initial vision of the game.
MM: What did you left behind?
SM: Some very good friends, a beautiful city, some great hot dogs and all my winter clothes. I don’t mind so much about the clothes, there is something nice about wearing shorts during the winter in Dallas.
MM: Share with us the happiest moments of your career and talk a bit about your background.
SM: On an emotional level without a doubt meeting my wife and the birth of my daughter Madelynn. On a professional level without a doubt meeting my wife and the birth of my daughter Madelynn!
As for my background I was born and grew up in France. At the age of 15 I attended an art school for 4 years in Paris, graduated, then went to an animation school for a two-year program. At the end of the first years I landed my first job which took me to Japan to work as an animator and concept artist on Inspector Gadget. I never came back and didn’t finish the school program. For the next 8 years I found myself traveling between Asia and the States, working on animated series such as Heathcliff, Jayce and The Wheel Warriors, Ghostbusters and others. Then I became a director and continued my career directing shows such as Dinosaucers, Dennis the Menace and lastly Madeline, a musical adaptation of the Madeline books by Ludwig Bemelmans which won a handful of awards including the ACT Award, the Parent's Choice Award , the Humanitas Award and got nominated for an Academy Award.
MM: A promising start-up indeed...
My career took a drastic turn after that. I felt a need to go back to doing concept design and illustration. I got hired to work for a themed park company and spent 2 very creative years designing
rides for several Japanese parks. During that period I started to establish some freelance contacts in other fields like TV and live action. For a brief period after that I returned to animation to direct 4 more Madeline musical adaptations which turned out to be very enjoyable . I directed some animation shows for different companies for a couple of years until I got involved with the 'Where is Waldo' animated series which took me from art director to director to cartoonist for the syndicated comic strip. It was during these 4 years of doing the strips that I established some very solid free lance contacts.
This eventually led me to move out of LA and become a full time freelance artist. One project leading to another, I found myself involved in pretty much every fields in the entertainment industry doing books covers, animations themed parks and working on such films as the Fifth Element, Virus, The Time Machine, I Robot, and the last two Star Wars. I got into the game industry about eight years ago. Starting as a visual design director at Cyan for the game "URU" (Ages Beyond Myst) and Myst 5 then as a visual design director and creative visual director at Midway for Stranglehold, Area51 and several other projects still in development. This led me to my current position as AD at ID.
MM: Was your experience with the movie industry rewarding? How about the interaction of a creative artist inside so terrific projects like I, Robot or Star Wars?
SM: There is always a certain satisfaction to see your work on screen especially when the movie turns out to be good, which is not always the case; there is also a fulfillment when you get to participate in a movie like Star Wars which was so influential in my artist’s life. But in general working for the entertainment industry as an illustrator is not as rewarding as doing book covers in the publishing industry. The main reasons are that in the scale of things, an artist working on a film is but a tiny portion of that film. There is little recognition for the artist and his work. Very often the work is diluted and there is absolutely no control regarding how the work is utilized. Being an illustrator for film or animation is being part of an enormous machine.
An artist also does not own his work and therefore has a lot of difficulties exhibiting his art much less exploiting it. The publishing industry especially in book cover is the exact opposite. In terms of the actual work there isn’t much of a difference between doing concept for a movie, an animated film or a game. There are obviously some technical limitations associated with each medium but doing concept is about ideas. Obviously that same idea will follow different path to completion and will be rendered in different ways based on each field. Animation for example will dictate certain simplicity of execution as opposed to a feature film. All in all as an illustrator I like doing book cover best.
MM: Recently SFSignal asked to several artists a question that we would like to propose again to you: How have digital tools affected the way in which you create your artistic pieces?
SM: Digital has reshaped my career. For many years as a concept artist in the animation industry I was given the task to come up with ideas mostly in the form of sketches, finished black and white drawings or grey scales rendering but very seldom was I allowed to finish these ideas as painting. The pre-production process at the time was such that the art team was divided between background designer, character designer, prop designer, character colorist and background colorist. During all these year I never had the chance to explore painting even less finding a painting style. I was fortunate enough to be there at the beginning of the digital shift. Since I didn’t have a particular technique or style of my own moving into digital was easy and painless, I became very comfortable with Photoshop fairly quickly. Painting digitally allowed me to explore ideas and techniques I don’t think would have been possible traditionally. Working with layers made the process even more enjoyable, in many ways it made me a faster and more efficient artist.
Note: check here for the same reply by other artists, including mine (Source: Mind Meld Archive, SFSignal)
MM: In your opinion, will a 100% digitally created work of art ever be considered a 'masterpiece', able to take its place alongside the current masterpieces realized with traditional tools?
SM: If you define a masterpiece as an outstanding achievement, then I don’t see why not. To me its about the artist skill and imagination not so much about the tool, transitions are always difficult, acceptance takes time but eventually people will recognize it.
Note: The second and last part of the interview will follow next month. Stay tuned!
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